Commit Graph

1474 Commits

Author SHA1 Message Date
Aikar e665cd9936
[CI-SKIP] Fix duplicate getServer() method in DedicatedPlayerList
This causes CraftServer to show as an error state and other files too..

It's driving me nuts.
2018-08-11 13:48:31 -04:00
prplz 895a4dcafc
Fix custom permissions reloading (#1325) 2018-08-11 09:39:53 -04:00
Aikar 5d42c9c99d
Merge remote-tracking branch 'origin/master' into pre/1.13
* origin/master:
  Use ConcurrentHashMap in JsonList & Optimize (#471) (#1309)
2018-08-11 09:35:11 -04:00
egg82 6ef9abeec2 Use ConcurrentHashMap in JsonList & Optimize (#471) (#1309)
* [CI-SKIP] add .editorconfig for base code style settings

* * Created patch 0349 (fixes #471)

* * Made requested modifications

* * Made requested modifications (x2)

* * Made recommended changes (x3)

* * Moved ConcurrentMap return values to Map as no functions specific to ConcurrentMap were used (backing map is still ConcurrentMap)
* Removed ConcurrentMap import
2018-08-11 08:46:46 -04:00
prplz 57798530bf Fix custom permissions reloading (#1325) 2018-08-11 08:45:38 -04:00
Aikar c93d1f53be Detect and repair corrupt Region Files - Closes #1317
If the file has partial data written but not the full 8192 bytes,
then the server will be unable to load that region file...

I don't know why mojang only checks for 4096, when anything less than 8192 is a crash.

But to be safe, it will attempt to back up the file.
2018-08-11 00:55:42 -04:00
Aikar 6666adc92c don't try to load protochunks, we don't save them
no reason to try to load them when we don't save them!
2018-08-11 00:12:25 -04:00
Aikar f835a91d15
Updated Upstream (Bukkit/CraftBukkit), deprecate SentientNPC API
Upstream has added the equivalent of our SentientNPC API, with exception to the EnderDragon.

We've added Mob to the EnderDragon, and our SentientNPC API should behave the same.

Vex#getOwner has been deprecated and a replacement Vex#getSummoner has been added using Mob.

However, since 1.13 is not production ready, SentientNPC API is subject for removal in 1.13.1 since
1.13 API is not compatible with 1.12.

Please move to the Mob interface ASAP.

This update has not been tested by PaperMC and as with ANY update, please do your own testing

Bukkit Changes:
c5ab54d8 Expand GameRule API
ab9a606c Improve entity hierarchy by adding Mob interface.

CraftBukkit Changes:
29e75648 Expand GameRule API
50e6858b Improve entity hierarchy by adding Mob interface.
0e1d79b4 Correct error in previous patch
2018-08-10 22:20:59 -04:00
Shane Freeder c2c18b2b7f
Don't reset current tick based on system time 2018-08-10 15:27:42 +01:00
Aikar aca003c22a
Fix JDK compiler issue, apparently eclipse compiles this ambiguityo 2018-08-09 22:50:05 -04:00
Shane Freeder 3ac743124e
re: Fixup improve tick loop patch 2018-08-09 14:14:17 +01:00
Shane Freeder 71490b2325
Fixup improve tick loop patch 2018-08-09 14:02:10 +01:00
Colin Godsey 65a71d18c4 clean up, pr fixes 2018-08-09 06:35:13 -06:00
Colin Godsey 40e32744dd reduced down to EnumCreatureType 2018-08-08 20:49:02 -06:00
Colin Godsey 0753b9271f pr fixes 2018-08-08 18:07:03 -06:00
Colin Godsey c09191b7f9 Configurable water over lava #1227 2018-08-08 15:23:54 -06:00
Colin Godsey a12c0881a0 add entity count cache #1207 2018-08-08 15:22:58 -06:00
Zach Brown 1ed5531ace
Rebuild merged patch file 2018-08-08 16:06:18 -05:00
Zach Brown 6d1c301a42
Merge branch 'master' into pre/1.13 2018-08-08 16:03:09 -05:00
miclebrick b369e70970
Add 5 second short dumps to watchdog (#1314) 2018-08-08 15:58:02 -05:00
Aikar 4bff819890
[Auto] Updated Upstream (CraftBukkit)
Upstream has released updates that appears to apply and compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing

CraftBukkit Changes:
53d3ac0a SPIGOT-4238: Sometimes buckets are leaky client side when empty event is cancelled
2018-08-07 10:56:06 -04:00
Aikar 85bfc4508a
[CI-SKIP] [Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2018-08-07 10:51:42 -04:00
BillyGalbreath dd17f98e61 [1.13] Hand for bucket events (#1300)
This adds the `getHand()` method to the `PlayerBucketEvent`s
2018-08-07 10:44:44 -04:00
Aikar 72083fd891
[Auto] Updated Upstream (CraftBukkit)
upcommit

CraftBukkit Changes:
200b2398 SPIGOT-4233: Fix some missing handled NBT tags
2018-08-06 06:19:26 -04:00
Brokkonaut d5eb80049c [1.13] Skull block profile api (#1308)
Adds #1307
2018-08-06 01:24:55 -04:00
Aikar 05466e3b47
[Auto] Update Upstream
Upstream has released updates that appear to apply compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing.

Bukkit Changes:
d2834556 SPIGOT-4219: Event for PigZombies angering.

CraftBukkit Changes:
a9c796f1 SPIGOT-4184: Fix furnaces not matching Vanilla smelt or animations
195f071e SPIGOT-4219: Event for PigZombies angering.
5e3082c7 SPIGOT-4230: Improve legacy block types
2018-08-05 19:46:43 -04:00
Aikar a4e7bdb306
[Auto] Rebuild Patches
A recent commit has been made that caused patches to be out of order, rebuilding
2018-08-05 18:55:03 -04:00
BillyGalbreath adcd0c1505 SkeletonHorse Additions (#1283) 2018-08-04 21:12:41 -04:00
Aikar 7abf02b17c
Fix client rendering skulls from same user
See: https://github.com/PaperMC/Paper/issues/1304

Changes the UUID sent to client to be based on either
the texture payload, or random.

This allows the client to render multiple skull textures from the same user,
for when different skins were used when skull was made.

Closes #1304
2018-08-04 20:42:27 -04:00
Aikar 716db7fb5e
[CI-SKIP] Re-add getBukkitEntity methods to child classes
Helps with development to not need to cast as much...

No clue why upstream makes some of the decisions they do....
2018-08-04 17:03:53 -04:00
Aikar e2bc726301
Merge branch 'master' into pre/1.13
* master:
  Undo a mistaken chunk registration change - Closes #1302
2018-08-04 13:00:26 -04:00
Aikar 28caff2299
Undo a mistaken chunk registration change - Closes #1302
I misinterpreted some code as a risk of entity loss, but now
after deeper study, I see how that code was used more and why
it was adding entities to chunks that they shouldn't have been
in during a world transfer process.
2018-08-04 12:53:38 -04:00
Aikar 3cc52119fa
Merge branch 'master' into pre/1.13
* master:
  Fix ItemStack.removeEnchantment returning wrong value
2018-08-04 01:22:57 -04:00
Aikar b78002eeba
Fix ItemStack.removeEnchantment returning wrong value 2018-08-04 01:13:10 -04:00
Aikar 9078464e74
Merge branch 'master' into pre/1.13
* master:
  make dupe uuid saferegen delete range configurable
  Entity add to world fixes - #1223
2018-08-04 00:33:21 -04:00
Aikar aea67db7a0
make dupe uuid saferegen delete range configurable
also ensure we never process already valid entities. this shouldnt be possible as of recent
commits as we made the entity slice array safer, but doesn't hurt for this logic to be safe too
incase that patch got dropped in a future version by accident/necessarily
2018-08-04 00:26:56 -04:00
Aikar 444ce86194
Entity add to world fixes - #1223
1) Chunk Registration might kill an entity, don't add it to the world if it did!

2) By default, entities are added to the world per slice iteration.
This opens risk of the slices being manipulated during chunk add if an
EntityAddToWorldEvent spawns an entity into this chunk.
Fix this by differing entity add to world for all entities at the same time

3) If a duplicate entity is attempted to add to the world of an entity, and
the original entity is dead, overwrite it as the logic does for unloaod queued entities.

Should hopefully finish up issues with #1223
2018-08-03 23:02:44 -04:00
Aikar 177ec197a7
Merge branch 'master' into pre/1.13
* master:
  Fix logic bug in negative XP bug fix - Closes #1169
2018-08-03 21:20:57 -04:00
Aikar b3eb265ab5
Fix logic bug in negative XP bug fix - Closes #1169 2018-08-03 20:59:35 -04:00
Aikar dbc4c29d6c
Merge branch 'master' into pre/1.13
* master:
  Fix "MC-135506: Experience should save as Integers" still saving as short" (#1301)
2018-08-03 09:27:01 -04:00
Mark Vainomaa 22b2bf6270 Fix "MC-135506: Experience should save as Integers" still saving as short" (#1301) 2018-08-03 09:25:21 -04:00
Aikar 3c61083c72
fix missing | on dupe uuid patch 2018-08-03 08:51:29 -04:00
Aikar dc3dc77245
fix missing | on dupe uuid patch 2018-08-03 08:51:04 -04:00
Zach Brown 03028e52a3
Use correct update flag and blockdata for portals
Fixes GH-1286
2018-08-03 03:26:10 -05:00
Aikar 751317f21b
Merge branch 'master' into pre/1.13
* master:
  fix missed break statement and enum check on dupe uuid resolve
2018-08-03 01:33:34 -04:00
Aikar f4f8a3be2d
fix missed break statement and enum check on dupe uuid resolve 2018-08-03 01:32:00 -04:00
Aikar 0f479b740d
Merge branch 'master' into pre/1.13
* master:
  MC-135506: Experience should save as Integers
  Fix EXP orb merging causing values to go negative - Closes #1169
  Add "Safe Regen" Duplicate UUID resolver and make default
2018-08-03 01:29:20 -04:00
Aikar 6b00d856be
Upstream update 2018-08-03 01:04:28 -04:00
Aikar 38af7610e3
MC-135506: Experience should save as Integers
A large orb will lose its EXP value if it went over 32k due to short truncation.
2018-08-03 00:07:02 -04:00
Aikar 56b92ff216
Fix EXP orb merging causing values to go negative - Closes #1169 2018-08-03 00:06:20 -04:00
Aikar 17dca0a0fe
Add "Safe Regen" Duplicate UUID resolver and make default
After witnessing behavior of the regeneration logs, its clear that Vanilla
has had bugs with saving duplicate entities for a while....

Some entities are saved in multiple chunks, and now we are bringing those duplicates
out that use to never surface.

This mode will analyze if the entity appears to be a duplicate (near the other dupe uuid)
and delete the entity instead.

This should reduce regenerations to entities that are nowhere near each other, and
therefore more likely to be subject to real UUID collisions due to our
previous bug, and therefor should survive the chunk load.
2018-08-02 23:25:37 -04:00
Zach Brown dbde9e6332
Update upstream B/CB 2018-08-02 18:29:34 -05:00
Aikar 1abd4d51c1
Update upstream 2018-08-01 22:49:47 -04:00
Zach Brown 6a48a4529b
Make portal teleportation adjustment math more accurate
Fixes GH-1295

Non-standard sized portals exacerbate a flaw in the vanilla
portal teleportation adjustment logic.
As a result, an entity can end up slightly inside of the surrounding
portal blocks. In vanilla, this issue is minor and you are adjusted out
as if it never happened. In CraftBukkit and derivatives, the
anti-suffocation behavior activates and players end up teleported on top
of their portals.

This improves the offset so as to keep the issue from ever occurring in
the first place.

Special thanks to CarpetMod who appears to have had this fixed for some
time, and has licensed their code such that we can use it as needed.
2018-07-31 20:13:40 -05:00
Zach Brown 9939390df7
Add decompile fix for ChunkSection 2018-07-31 16:55:57 -05:00
Zach Brown db81205dd7
Merge branch 'master' into pre/1.13 2018-07-31 16:44:46 -05:00
Zach Brown 2a5c62f3fc
[CI-SKIP] Add paper comment to last patch edit 2018-07-31 16:41:33 -05:00
Zach Brown ef1242fc36
Ensure players are not marked to be removed after re-add 2018-07-31 16:39:15 -05:00
Zach Brown e8eb4bfee5
Re-add GH-1286 fix for portals
Accidentally removed in 5311679c74

Also added to End Portals
2018-07-31 15:16:12 -05:00
Shane Freeder 6ea611dc68
Fixup keepalive logic (closes #1274) 2018-07-31 16:39:08 +01:00
Shane Freeder 806cafd070
Fix misapplied line in keepalive changes 2018-07-31 15:19:18 +01:00
Shane Freeder 5311679c74
Cleanup PortalCreateEvent patch 2018-07-31 15:14:54 +01:00
Shane Freeder 810a2f24bf
Merge branch 'fix-portal-create-event' of https://github.com/prplz/Paper into pre/1.13 2018-07-31 15:07:41 +01:00
Shane Freeder c63396fe6b
Merge branch 'master' into pre/1.13 2018-07-31 14:50:40 +01:00
Michael Himing acf5b98565 Fix nether portals (#1286) 2018-07-31 23:33:30 +10:00
Shane Freeder 81806abef6
Break up and make tab spam limits configurable
Due to the changes in 1.13, clients will send a tab completion request
for all bukkit commands in order to factor in the lack of support for
brigadier and provide backwards support in the API.

Craftbukkit, however; has moved the chat spam limiter to also interact
with the tab completion request, which while good for avoiding abuse,
causes 1.13 clients to easilly be kicked from a server in bukkit due
to this. Removing the spam limit could cause issues for servers, however,
there is no way for servers to manipulate this without blindly cancelling
kick events, which only causes additional complications. This also causes
issues in that the tab spam limit and chat share the same field but different
limits, meaning that a player having typed a long command may be kicked from
the server.

Splitting the field up and making it configurable allows for server owners
to take the burden of this into their own hand without having to rely on
plugins doing unsafe things.

This patch has been applied to 1.12.2 in order to allow people using
plugins which allow clients of newer versions to connect, this is
not a common practice, however is being done as a level of nicety
given the current status of 1.13
2018-07-31 13:53:49 +01:00
Aikar 4be4037e3d
Merge pull request #1214
b854308c Add TNTPrimeEvent (Mark Vainomaa)

* pull/1214/head:
  Add TNTPrimeEvent
2018-07-31 02:01:27 -04:00
Aikar 42730c41bb
Merge branch 'master' into pre/1.13
* master:
  PlayerProfile.complete shouldn't throw NPE
2018-07-31 01:44:11 -04:00
Aikar a3db62f3c2
PlayerProfile.complete shouldn't throw NPE
We have a result boolean for this already, and this
method was meant to be "Try from cache, if that fails, look it up"

So NPE'ing there just wasn't correct.
2018-07-31 01:41:43 -04:00
willies952002 30caec4d94 World EntityHuman Lookup Optimizations (#1291)
Fixes #1290
2018-07-31 00:27:45 -04:00
Zach Brown 96ce4bd9fd
Update upstream B/CB 2018-07-30 20:19:41 -05:00
Zach Brown 12f9b10e44
Fix i18n String API
In 1.13 the method previously used now returns translatable keys.
`block.minecraft.cobblestone` instead of `Cobblestone`

We just need to make sure we're translating those keys.
2018-07-30 16:12:47 -05:00
Aikar 76e1e4d79f
Update Upstream
Removed my ChunkLoadEvent patch as upstream fixed it
2018-07-30 01:08:59 -04:00
Aikar 75d71a2f14
Merge branch 'master' into pre/1.13
* master:
  clear current chunk and entity slice on chunk unload
2018-07-30 01:06:39 -04:00
Aikar e7a59cde75
clear current chunk and entity slice on chunk unload
ideally this should of never mattered, as it will only
be hit if you teleport out of an unloaded chunk...

But apparently some people are triggering this.

See #1223
2018-07-30 00:51:58 -04:00
Aikar c7dcc8ce89
Merge pull request #1244
3e19de0c Rebuild Patches (BillyGalbreath)
8e5db995 AnvilDamageEvent (BillyGalbreath)

* pull/1244/head:
  Rebuild Patches
  AnvilDamageEvent
2018-07-30 00:12:03 -04:00
Anthony MacAllister 4fa289b8ba EntityTransformedEvent (#1281) 2018-07-29 23:54:13 -04:00
willies952002 4fb5e0fe14 Expand ArmorStand API (#1277)
Add the following:
- Add proper methods for getting and setting items in both hands. Deprecates old methods
- Enable/Disable slot interactions
2018-07-29 23:53:59 -04:00
Aikar e356cd3989
Fix last patch for 1.13, pulled the push button too quickly... 2018-07-29 23:05:35 -04:00
Aikar bf92104a70
Merge branch 'master' into pre/1.13
* master:
  MC-111480: Start Entity ID's at 1 - Closes #1287
2018-07-29 23:00:41 -04:00
Aikar fb19b8c1c1
MC-111480: Start Entity ID's at 1 - Closes #1287
DataWatchers that store Entity ID's treat 0 as special,
and can break things such as Elytra Fireworks.
2018-07-29 23:00:00 -04:00
Aikar b9b32ba7dc
Update upstream 2018-07-29 22:16:15 -04:00
Aikar 87aa6e6626
Fix bug with entities not being added from loaded chunks
No entities were lost in this bug, just we were triggering the add entities
before they were loaded due to an inconsistent order of putting chunk into chunkmap.

Any entity that appeared to be gone on the last build will now be back.
2018-07-29 21:53:02 -04:00
Aikar 9e4f11cc46
[EXPERIMENTAL] Provide option to use a versioned world folder for testing
This should not ever be used in production!!

This setting is intended for testing so you can try out converting your world
without actually modifying the world files.

This will add some additional overhead to your world, but you're
just testing anyways so that's not a big deal :)

Will store in a folder named after the current version.

PlayerData and Data folders are copied on server start, so there
may be some delay there, but region files are only copied on demand.

This is highly experiemental so backup your world before relying on this to not modify it
2018-07-29 17:21:02 -04:00
Aikar 9e1a6c5a1f
Process Chunk.addEntities before chunkLoadEvent
1.13 undesirably changed behavior here that chunk load event fired
before the entities were added to the world.

This means any plugin that spawns entities in chunk load event
causes the entities to be registered to the chunk, and then
added to the world twice.

Moves Entity Add to World to be done anytime a chunk is
registered to the Chunk Map, and ignore other calls.

Fixes #1288
2018-07-29 17:05:24 -04:00
Aikar fc1e70df07
Merge branch 'master' into pre/1.13
* master:
  Always process chunk registration after moving
  Always move Entity to its new Chunk even if unloaded
  If Entity is added to chunk, look up the chunk if current isnt set
  Ignore Dead Entities in entityList iteration
  Always process chunk removal in removeEntity
2018-07-29 13:12:39 -04:00
Aikar 566740114e
update upstream 2018-07-29 12:42:07 -04:00
Hugo Manrique 6d166798e6 Optimize hasItemMeta (remove getItemMeta call) (#1279)
Spigot 1.13 checks if any field (which are manually copied from the ItemStack's "tag" NBT tag) on the ItemMeta class of an ItemStack is set.

We could just check if the "tag" NBT tag is empty, albeit that would break some plugins. The only general tag added on 1.13 is "Damage", and we can just check if the "tag" NBT tag contains any other tag that's not "Damage" (https://minecraft.gamepedia.com/Player.dat_format#Item_structure) making the `hasItemStack` method behave as before.

Check the `ItemMetaTest#testTaggedButNotMeta` method to see how this method behaves. (I also added some extra tests).

`hasItemMeta()` will return true if `ItemStack.getDamage() != 0` or it has the `Damage` tag or any other tag is set.

Closes #1222
2018-07-29 12:30:01 -04:00
Aikar f35324dbed
Always process chunk registration after moving
This will help guarantee that entities are always in the
chunk that they are currently located at.

Should hopefully also fix Citizens triggering the "Saved to wrong chunk" message
2018-07-29 12:10:20 -04:00
Aikar c6d6773678
Always move Entity to its new Chunk even if unloaded
Vanilla logic here would allow us to remvoe an entity from
its current chunk, and if it was going to move into an unloaded
chunk, that entity would not be added to the unloaded chunk.

This is bad because this will result in the entity being lost!

In almost all cases, the chunk will be loaded, but in the event
it wasn't, instead of losing the entity, load the chunk to add
the entity to it.
2018-07-29 12:06:35 -04:00
Aikar e674d3a00f
If Entity is added to chunk, look up the chunk if current isnt set
Hopefully will (f)ix #1280...

I'm suspicious that Citizens isn't calling things in the same order and causes the current
chunk to not be set, which then bugs removals. Though this doesn't make any sense to me,
so this likely won't fix it...

But if the isAddedToChunk is true, we really should be returning a chunk anyways if its loaded.
2018-07-29 12:06:20 -04:00
BillyGalbreath 3e19de0cf5 Rebuild Patches 2018-07-28 22:15:52 -05:00
BillyGalbreath b3b0b9f24a Merge branch 'pre/1.13' of https://github.com/PaperMC/Paper into AnvilDamageEvent 2018-07-28 22:02:56 -05:00
Aikar d98f6afef0
Ignore Dead Entities in entityList iteration
A spigot change delays removal of entities from the entity list.
This causes a change in behavior from Vanilla where getEntities type
methods will return dead entities that they shouldn't otherwise be doing.

This will ensure that dead entities are skipped from iteration since
they shouldn't of been in the list in the first place.
2018-07-28 12:26:36 -04:00
Aikar 9e250168e8
Always process chunk removal in removeEntity
Spigot might skip chunk registration changes in removeEntity
which can keep them in the chunk when they shouldnt be if done
during entity ticking.

Should fix some cases where "Entity is still in another chunk section"
Related to #1223
2018-07-28 12:13:52 -04:00
BillyGalbreath 8e5db99552 AnvilDamageEvent 2018-07-28 01:33:36 -05:00
BillyGalbreath fa9224721e 1.13: EnderDragon Events (#1247)
Replaces PR #1185 for 1.13

Add some new cancellable enderdragon events dealing with its fireball shooting and the areaeffectcloud it spawns. Based on [talking with someone with a specific use-case](https://www.spigotmc.org/threads/cancel-projectilehitevent.326466/) this was [confirmed to work](http://i.imgur.com/ezlfpKC.png) for them in PM.
2018-07-28 02:03:10 -04:00
Aikar 1b53a468de
Merge branch 'master' into pre/1.13
* master:
  Fix Dupe UUID logic triggering when the duplicate is pending unload
2018-07-28 01:59:20 -04:00
Aikar 2c6773c85f
Fix Dupe UUID logic triggering when the duplicate is pending unload
Vanilla logic checks unload queue and overwrites if its in it.
we're triggering this if a chunk unloads, and reloads immediately in same tick.

Added check for unload queue to not treat as duplicate

Also fixed the config setting not even loading
2018-07-28 01:20:06 -04:00
Shane Freeder f7d02b2518
Update CB/S 2018-07-28 03:38:13 +01:00